Infested hole by lody_giving_teacup
Make the best height climbed score before the plants of the Infested hole catch you and eat you !!

| Link | https://lody-giving-teacup.itch.io/infested-hole |
| Original URL | https://ldjam.com/events/ludum-dare/50/infested-hole |
Ratings
| Overall | 833th | 3.432⭐ | 24🧑⚖️ |
| Fun | 659th | 3.409⭐ | 24🧑⚖️ |
| Innovation | 1307th | 2.477⭐ | 24🧑⚖️ |
| Theme | 680th | 3.659⭐ | 24🧑⚖️ |
| Graphics | 439th | 3.955⭐ | 24🧑⚖️ |
| Audio | 268th | 3.795⭐ | 24🧑⚖️ |
| Humor | 1142th | 1.711⭐ | 21🧑⚖️ |
| Mood | 571th | 3.591⭐ | 24🧑⚖️ |
| Given | 21🗳️ | 25🗨️ |
The biggest issue for me is the controls. The arrow keys are far easier to use than the odd qsd/asd controls (if multiple mappings for controls aren't an issue, why even bother with the azerty/qwerty switch? I missed it the first playthrough and nearly gave up on the game straight away) I would change the title screen to make the controls a lot clearer and simpler, I didn't even realise until I went back to check after starting with this comment that the arrow keys were alternate controls.
Down*
The gameplay loop itself is very fun adn the RNG of the game is very refreshing. Tight jumps were little tricky at first, but I managed to get used to that. Regarding game difficulty, I think I outran the killer thingy that chases me by miles, so it wasn't really challenging.
I think with a some balancing and more threat, this could be really fun game. Nice entry!
Other than that it's a fun game which fits the theme. Keep it up!
Good job supporting both QWERTY and AZERTY, though I was a bit surprised to see the less widespread AZERTY to be the default. :) Manually tweaking controls for the layout shouldn't be necessary. I'm not familiar with pygame, but SDL2, which pygame seems to use, has the concept of scancodes vs keycodes, where scancodes keep their physical positions across layouts. If you use scancodes for the keyboard input instead of keycodes, you won't need to worry about the layout.

The music was extremely good and the concept was cool (it felt like spike dungeon, but upside-down). The difficulty scaling could use some tweaking though. By 4.5 minutes, I hadn't seen the plants, so I was starting to wonder if I had found a bug. It would help if there were some sort of indicator showing how far away the plants were, but I think the more important change would be to make the plants go a bit faster or something.
Here are two other random things that I noticed:
1. The "slow down" powerup has arrows pointing to the right. Traditionally, slowing down (or rewinding) has arrows pointing left. Arrows pointing right normally means speed up. A good example of this would be media players, but the iconography has been extensively applied in video games as well.
2. There isn't much headroom in a lot of areas, so it's very common to barely bump your head on a corner when jumping. This is slightly annoying because it ends up serving (at least in my case) as the main obstacle in the game rather than the difficulty of choosing a path or quickly executing movements. I'd recommend slowing down the jump and gravity a bit and increasing headroom in a couple areas.
Anyways, this was a pretty good entry. I had fun.
But anyway, it's a nice little "endless jumper", it has a good atmosphere, it could fit as a time killer on the phone. Maybe one issue that annoyed me is that on "tight corners" I always missed the left/right movement, got my head bumped into the ceiling and I had to jump again. Again, again, and again :D But maybe that's just my issue.
Cool game, nice vibes, I had fun! :D
Good job :slight_smile:
As far as I could get before the wall decides "no you're done now" and out-paced me
Very fun game, control felt good
Good luck!
The platforming movement is very robust and responsive. I've seen many LD games struggle with this, so nicely done. Also, the music is amazing, excellent work there. Looking to the future, if you want to expand upon this concept, some additional movement options like wall jumping or sprinting would really take this to the next level.
The addition that I would recommend the most right now, though, is some sort of indication of how far behind the monster is even when it's not on screen. I understand that the sense of uncertainty lends atmosphere to the game, but the right thing could enhance that. Maybe a sound effect that gets louder as it gets closer. Something like that. I say this because when I was playing, for much of my run I wasn't even sure if I could die at all. It wasn't for six minutes, when I finally saw the monster, that I knew what I was up against.
I noticed in your description that you felt it necessary to let the player know that they cannot collide with the scenery (or obstacles, as you called it). I personally didn't find this to be a problem in your game, but if you are concerned that decorative objects look like obstacles, you could try desaturating their sprites, or giving them darker colors to make them look like part of the background. As foreground elements, I honestly think they're fine.
Good work, overall, this is a straightforward and well executed entry.
I liked the background track and the overall feel of the game. It's a promising concept and could become a real game with more added complexity!
